Ninja, Naruto (5e Class)
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Based on the shinobi from the popular anime/manga/game franchise Naruto, the ninja is a class with a high degree of versatility. The class is meant to be a standalone that takes its inspiration from a few classes. This class also gives you the power to choose your path along the way without subclasses. Whether it's taijutsu and opening the gates, sending enemies flying with jutsu, augmenting your weapons for big strikes, or subtly taking down your foes with visual prowess, this class has something for almost everyone.
As a Ninja you gain the following class features.
- Hit Points
Weapons: Simple weapons
Saving Throws: Dexterity, Strength
Skills: Choose two from: Perception, Acrobatics, Stealth, Insight, Survival.
You start with the following equipment, in addition to the equipment granted by your background:
|1st||+2||Pure Con + 3||—|
|2nd||+2||Pure Con + 4||—|
|3rd||+2||Pure Con + 5||—|
|4th||+2||Pure Con + 6||Ability Score Improvement|
|5th||+3||Pure Con + 7||—|
|6th||+3||Pure Con + 8||—|
|7th||+3||Pure Con + 9||—|
|8th||+3||Pure Con + 10||Ability Score Improvement|
|9th||+4||Pure Con + 12||—|
|10th||+4||Pure Con + 14||—|
|11th||+4||Pure Con + 16||—|
|12th||+4||Pure Con + 18||Ability Score Improvement|
|13th||+5||Pure Con + 20||—|
|14th||+5||Pure Con + 23||—|
|15th||+5||Pure Con + 26||—|
|16th||+5||Pure Con + 29||Ability Score Improvement|
|17th||+6||Pure Con + 35||—|
|18th||+6||Pure Con + 40||—|
|19th||+6||Pure Con + 50||Ability Score Improvement|
|20th||+6||Pure Con + 60||—|
The chakra has become a form of vital energy that all individuals produce to some extent, this energy is often confused with Ki, but the two are different in form and control. The energy circulates throughout the body in a network called the Chakra Pathway System, which is similar to the cardiovascular system (similar to the ki used by the monks, does not accumulate with the monk's ki points.) Certain groups, such as the shinobi, have learned to generate more chakra and release it out of their bodies through pressure points called tenketsu in order to perform jutsu.
You roll a d20, whatever your number, that is your affinity with a certain type of chakra. you have a Kekkai Genkai, which basically says that you were born with affinity for two different types of chakra.Your Rescue CD is 8 + Intelligence + Proficiency, all Jutsu will declare what they are or save or spell attack. Jutsu, you must be able to move your hands without your hands moving, you can not signal to use your Jutsu. All Jutsu take action to use unless otherwise noted.
When you roll to your affinity with the chakras, you gain damage to that chakra at level 1. You gain an extra damage d4, the dice increases by one at levels 4 (2d4), 12 (3d4), 20 (4d4 ).
1-3 Earth, 5-7 Fire, 9-11 Water, 13-15 Radius, 17-19 Wind scroll 4,8,12,16 or 20 allows you to choose a genkai kekkei. Kekkai Genkai is special because when you are born you have a natural affinity for two types of chakras that combine to make a younger Jutsu style, example Storm is the combination of water and lightning allowing the lightning to flow like water. There will be a description of each Kekkai Genkai in the Jutsu listing. (people with a Genkai Kekkai are able to use both natures necessary for this as well.)
The jutsu can be used both inside and outside combat. Outside combat, they can be used for half the price, unless they cause damage to a creature or cause a problem. The purpose of the jutsu is to use them for the sake of the party, not just as a weapon. Examples being, lighting a fire with fire jutsu, or erasing a burning building with jutsu water.
At 1st level you are trained in melee combat. You play a d4 for unarmed damage, the dice increases on certain levels. You can also use Dexterity instead of force for unarmed attacks. At 6th level, your unarmed attacks count as magicians for the purpose of overcoming resistance and immunity to attacks and nonmagical damage.
At 3rd level you play 2d4 for unarmed damage.
At 7th level you play 3d4 for unarmed damage.
At 12th level you play 4d4 for unarmed damage.
At 16th level you play 5d4 for unarmed damage.
At 18th level you play 6d4 for unarmed damage.
At the 20th level you play 8d4 for unarmed damage.
Movement without armor At 1st level, while not wearing armor or using a shield, its movement is increased by 3 meters. This bonus increases at certain levels.
At 4th level your movement is increased by 3.
At 8th level your movement is increased by 4.
At 12th level your movement is increased by 5.
At 15th level your movement is increased by 6.
At 18th level your movement is increased by 9.
At the 20th level your movement is increased by 12.
Basic Ninjutsu At 1st level you gain access to the basic skills of ninjutsu
In the second level you learned how to store small or small objects in scrolls. When storing an item on a parchment, you must have paint to draw the seal. The parchment lasts until the item is brought back off the parchment or if the parchment is destroyed. This feature requires special scrolls, they can be purchased anywhere a merchant could sell paper, ink and books. Price: 20 gold Weight: 2 pounds Limit: 2 Medium Parchment: Capacity up to 7 Small items Price: 45 Gold Weight: 8 lbs. . Limit: 2 Large Parchment: Supports up to 12 small items or 1 medium item (Tent, Foldable Long Sword, Bow) Price 80 in gold Weight: 15 lbs Limit: 1 Weapon Parchment: Supports up to 15 Shuriken or 15 Kunai can be summoned to deliver as a bonus action. This parchment can be used as a free action. The character can only have one large parchment at any time. Scrolls, Handersacks and hold bags can not be stored with scrolls, if attempted, the player's character will be teleported to the scroll and sealed indefinitely.
You learned through the fight that you can dodge instead of being overwhelmed by an armor to attack. At 2nd level your AC = 10 + your Dexterity modifier + Prof. If you are not wearing armor or using a shield.Ninja Path
At 3rd level, you choose the path you would like to follow. You gain a new feature for your archetype at levels 7, 10, 15, and 20 (additional archetypes pending) Nature of the chakra
At 3rd level you also gain a new Chakra proficiency of your choice, you can not choose a Kekkei genkai.
Increasing Increasing Ability When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase a skill score of your choice by 2, or you can increase by 2 points of your choice in 1. As normal you can not increase a skill score over 20 using this feature.
When attacked by an area effect, such as a fireball, you can take a Dexterity Resistance check to receive only half the damage; instead, you will not suffer any damage if you are successful in the endurance test.
Nindo At 5th level you choose your Nindo mode, this is a feature that will reflect how your character will act in certain situations. The chart below will allow you to choose your Nindo.
Nindo or ninja path, is a guide you follow, your own personal mantra. This feature will add a small buff to your ninja. You are encouraged to make your own Nindo with your DM and add it to this section for others to use.
"I never come back to my word"
Your character will move on, no matter what, and people see it, you gain +2 on persuasion checks and intimidate checks. However, if you do not follow this baby, you will lose the ability for 1d4 days.
"I refuse to watch my ally die"
No matter how terrible the situation is, you put your teammates above yours. Once per combat, if you are within half the movement speed of your ally that has been hit, you can push them out of the way and take the attack alone, you deny 1d6 damage + strike hit, and damage is directed to you.
"Crushing my enemies is all that matters"
Killing your enemy takes precedence over everything else. If you kill your target, you can make a second attack on a different target if they are within range of your weapon or throwing weapon, pulling a throwing weapon is a free action when this ability is triggered. 3 / extended rest
"A long life is paved with wisdom"
Your character is more analytical than most. Earn +2 on Insight, Insight, Perception as a passive bonus.
"Life on the glory"
Once per combat, when you do a disengagement action, you roll 1d4, gain back health + handicap, you can not engage with this enemy the next turn, however you may face a different enemy,
Whenever your character makes a charge gain over 10 feet for movement, +4 for hit and -2 for AC. If the attack is successful, the damage is increased by 1d4. If the attack fails, your AC drops and your character runs into threatened, provoking, and attacking squares of opportunity. This can be done in 3 / extended rest.
"Even the strongest enemy has a weakness"
Once per combat, you are able to play Perception against the Passive perception of the enemy. If you succeed, you can take advantage of your attacks for 1d8 turns. Used as bonus action.
At 6th level, you have learned hand signals that allow you to create clones of yourself. These clones have their AC and last until you disperse them, they spend your chakra or until they are destroyed. The clones have 5 life points, cost 3 chakras per clone, and the value of your chakra is equal to 4+ of how much of your chakra you decide to pass on to them.
The clones have one attack each and can use Jutsu at the same time as you, assuming they have the chakra for it. Clones can be ordered to do something or act on their own, as the character would normally do. If the clone is defeated, you will recover half of the excess chakra within the clone, the initial chakra will be lost. The duration of shadow clones is 48 hours. They are limited to 5 at any time.
Shadow clones have no range limit on how far they can be. A shadow clone has the same character AC, however, if the main body ac was affected by a spell to increase said AC, those effects are not transmitted.
A shadow clone carries a copy of the main body weapon, but no Do not carry the magical effects next to a base damage bonus. meaning a cloned vorpal sword = a +3 sword in the hand of a clone. When a shadow clone dissipates, the main body receives any acquired knowledge and remembers them as if they were their own experience, as well as levels of exhaustion, but not negative effects like a curse, poison or something like that. This is useful for collecting knowledge.
At level 13, you can make a contract with a creature of your choice. For the purpose of this contract you have the ability to talk to the animal you want to try and form the contract. To form the contract, the creature must be of a rank CR of its level or lower and be willing. For the technique to work, you must form the correct seals, so take some of your own blood, usually by biting your thumb, and put your hand on the floor. When you're finished, your call will appear where you were.
If the creature is of the larger or larger size class, it will appear where you were and you will be teleported on top of it if it is large enough. Example - hire a young red dragon, you summon him, you would put him on his back or beside him. Example 2 - Summon a storm giant, you would appear on your shoulder. This jutsu costs 3x the creatures CR. Invoked creatures are able to speak in common. Scroll Upgrade At 14th level, the character of the player can make a second weapon roll and gain access to the Giant Scroll, this parchment can 2 large items that do not exceed 30 pounds or, if necessary, 1 person, however, after 10 minutes the person will suffocate due to lack of oxygen.
At 17th level you learned to harness natural energy and mix it with your own chakra, which in turn does the senjutsu chakra. With enough senjutsu chakra you can access a form called Sage Mode. In the wise mode form, you gain marks around the eyes of your design. This form is obtained by meditating for 1d4 combat rounds. In this way, your attacks have an advantage, you gain a blindfight of 20ft, add 1d10 to unarmed attacks and gain access to Sage Arts (added later). This form lasts half your intelligence + bonus rounds of proficiency. When out of this form you can not use it again until after a long rest. In addition, this form can be received in and out of combat, if this way, while out of combat, there is no limit, however, the time limit will begin in the next combat.
Jutsu Basic Ninjutsu
- Basic ability of passive Ninjutsu
As a narrative tool, your character can walk / stand / run on surfaces of non-dangerous terrain and water at a cost of 1 chakra for 30 minutes.
- Shuriken Jutsu
Unlocks at 1st level Chakra 1-3
Range 60 ft
PC Throws multiple shuriken (up to maximum 3) on target (s) 1 + 2 per chakra. Only the first Shuriken landing receives the dex bonus for damage, additional shuriken does 1d4 + 1
- To transform Unlock at 3rd level Chakra 1 Duration 2 hours per worn chakra point The PC becomes a non-magical person, creature or object that they have seen before or have a basic idea and is identical to that image, unless they choose not to be. People or creatures should make a perception of DC17 to know that the character is not what he appears to be. If seen before executing the jutsu, the observer will not need a test.
The transformation allows the PC to assume the outward appearance of any character or creature, including size and shape, but the skill values, hp and ac remain the same. The character of the player who becomes an object assumes the characteristics of the object, this does not allow it to function as a vehicle, armor, any type of tool, trap, rope or light source. Example they may be: Chair, Table, Pillow, Blanket (would still be affected by cold) PC can turn into a weapon, however they do not have any of the magic properties of that weapon, your body can do basic damage to a mundane normal weapon, they must spend 1 chakra per attack to maintain the form. At the 6th level, if the transformation is of creature with speed of swimming or speed of flight, the transformation can do it in the normal speed of movement of the character of the player.
Unlocks at 6th level
Chakra 6, reaction
Twice during combat, this Jutsu can be used. At any time during the day you can use this Jutsu. When you are hit and deal damage, you teleport up to 15 feet in any direction. A log or generic object is left in its place, only to disappear moments later, all damage is denied from that singular attack.
- Minor Replacement
Unlocks at 6th level
Out of combat use, as if the character was still there, they can use the clone jutsu to make a projection of themselves doing exactly the same as they were doing while they disappeared to 60 feet from where they were, used mainly to confuse would be burglars. The clone disappears within 15 minutes of using jutsus.
Unlocks at 8th level
The Rasengan is a rotating ball of chakra formed and held in the palm of the user's hand. The user places his or her hand on an opponent's body to attack with it. The ball gets 4d6 bludgeoning and 1d8 slashing. The opponent must take a resistance check or be thrown back 20 feet. After that, the opponent will have a known mark in the form of multiple swirls scratching his skin.Fire Style
- Passive fire style skill.
The character has the basic skill of manifesting fire, for uses such as lighting a torch, lamp, or fire as a free action. Flames can be produced and used in any manner that does not cause direct damage to an object or npc. This includes the ability to warm up in a cold environment.
- whirlwind of the flame
Unlocks at 1st level
Range - 25ft radius
The fire erupts around the user's body in a spiral form, which is then thrown towards the target, causing 1d8 damage per fire. Attack spell
- Exploding Flame Shot
Unlock at 3rd level
By creating a spark of your hands, this technique allows the user to cast 3 balls of flames, which are capable of causing fire explosions on impact or setting the target on fire, this attack causes 3d6 fire and another 1d6 each turn. You can target a person with all three or one person with each. Attack spell
- Great fireball
Unlocks at 6th level
Chakra 8, can be used with more chakra for more damage
Single 150-foot reach target
A technique in which the crushed chakra inside the body is converted into fire and expelled from the mouth, either as a huge orbit of roaring flames, or as a continuous flamethrower. The range of the attack is changed by controlling the volume of the chakra that is collected. The released flames will engulf their target and leave a crater on the surface of the ground. The attack deals 12d6 fire damage, adds another d6 to every other chakra point used after the 8th. Dex save takes half of the success
If the PC uses 4 additional chakras, the attack will reach an area of 10x10 feet. This chakra addition does not count towards the additional damage data.
If the PC uses twice the original cost of the chakras, the attack will reach a 15x15 foot area. This chakra addition does not count towards the additional damage data.
- Great fire annihilation
Unlocks at 12th level
Reach 75 feet long 30 feet wide.
The crushed chakra inside the body is converted into fire and then expelled from the mouth and shaped into a huge ball of fire, which also covers a wide range. This makes the technique extremely difficult to avoid or contain. This attack gives 14d6 to each person included in their allies, and also deals with 2d6 continuous per turn. Dex saves for the first amount of damage, takes half to success.
- Flaming Fire Bullet
Unlocks 16th level
Range of 150 feet of line
The user blends his chakra into flames, which are then manipulated into a genuine-looking dragon. Since the art of making the flames obey the will of the user is outrageously difficult, their domain is restricted to a limited number of skillful shinobi. Cause 18d6 to fire all enemies on your way and continues to burn for 1d8 rounds after 2d10 of shooting. Attack spell, save to burn
- Passive wind style capability
The character of the player is able to control freely small amounts of wind, examples that can be used to keep the flame without waving. Hold an air ball around the head to prevent suffocation for up to 10 minutes or pushing small and small objects.- Violent Whirlind
Unlocks at level 1
The user produces a powerful wind flow from his mouth, the enemy should be a strength or dexterity to save stagnate, if they fail, they take a beating d8 and are thrown back 15 feet. Attack spell
- Wind Wall
Unlocks at level 3
10-foot range around user
The user evokes a wind flow, involving the user and repelling incoming attacks. It can also be expanded to protect others close to the user. This gives the user and his allies a +2 bonus on AC and the attackers have a disadvantage
- Air Bullet
Unlocks at level 6
Range 15 feet
The PC takes a deep breath and exhale with force, resulting in a large air ball flying against the enemy, they cling 3d8 and must make a save constitution, if they fail, they are thrown 40 feet back, if they collide with a person, both receive an additional d8, if they collide with an object, receive an additional 1 d8
- Great task of the dragon
Unlocks at level 12
This technique can be configured as a feint because it has a delayed activation. The technique changes the weather conditions temporarily and attacks from the sky and not the person. Storm clouds that create the attack dissipate immediately after the tornado begins, while the tornado continues in a highly concentrated state. It takes 2 turns to activate, when the tornado falls it falls to the designated point. All enemies within 10 feet must make a Dexterity or receiving section 10d6 of current being drawn and damage to other d6 made with each turn. They take half the success and are not caught up.
Unlocks at level 16
A large Shuriken Shaped wind ball. This attack is the apex of the wind-like attacks, with very few others being able to dominate it. The technique requires that you make a hand-to-hand attack and an attack, the attack explodes, both you and the enemy get 30d6 of wind penetrating damage bursting into sharp needles that pierce your body. You and your opponent must make resistance tests against the DC. In a fault you take another 2d8 drill damage and you can not throw anything until you are healed by a cleric, the same goes for the enemy if he does not die.
If used in Wise Mode, this jutsu can be launched with a range of 60 feet as long as the enemy is not behind any cover.
-Passive Lightning Style Capability
The character of the player has built a movement of +5 feet and can produce small amounts of lightning. This beam can be focused on a weapon to emit 10 feet of light, as well as electrify.
(Electrify allows you to make a dc flat against intimidating creatures with less intelligence 4 against the will of their strength. If it fails, they will disengage and engage the characters of the closest allies player)
Unlocks at level 1
Cone range of 25 feet
With the movement of your wrist, the user is able to shoot countless small sparks of lightning towards a target. Anyone in the cone does a Dexterity check to avoid the attack, if the damage deals total damage, half the success. This attack deals 1d6 radius to all opponents in the cone.
Unlocks at level 3
After making an attack with a metal weapon or an unarmed attack, the user raises his arm in the air, generating a powerful ray of electricity that travels through his body transferring the electricity to the opponent's body, causing 3d6 of lightning damage to the opponent. , they then make a counter save their CD or they get stunned by a round.
Unlocks at level 6
Chakra-6 can stack up to 8 extra in it
Reach 15 feet of lunge
To perform, the user first gathers a lightning bolt in hand; the high concentration of electricity produces a sound reminiscent of many birds singing. The user rushes his opponent, then the user pushes his hand into the enemy's chest, causing 1d6 of drilling and 4d8 of lightning. You can continue stacking chakra on Chidori, if you add an extra d6 of lightning to the attack, the more you stacked it, the louder the chirping will be.
- Lightning Mantle
Unlocks at level 12
The user engages the body in a chakra layer that, instead of being used offensively, is used to electrically stimulate the nervous system. This technique gives the user a bonus of +3 for AC while active, plus dealing with a radius d6 for anyone attempting to attack the user. This requires 2 chakra to maintain each turn.
- Black Panther
Unlocks at level 16
Reach 50 feet
After generating a black ray of his body that takes the form of a panther, the user can manipulate it to affect several victims at the same time, electrocuting them. The enemy takes a Dexterity Resistance check and in case of failure the attack hits him and then jumps between him and any other enemies within a 20 foot radius. This attack deals 25d6 of radius and another 3d6 to the enemies to which it arks. Attack spell and Dexterity save
Style of the Earth
-Passive Earth Style Capability
Player Character can change / form up to 10 feet of land, including stones at a time (Excluding walls and floors of dungeons of any kind). Examples while in a bonfire you can make a heating plate to cook or make a chair to sit in. Any item made made is 0 and is grounded.
- Light boulder
Unlocks at level 1
The user can reduce the weight of an object so that it can load or move it (bonus action). An example would be if there is a gravel in your way, you can reduce your weight to be able to push it. The weight that can be reduced is equal to the amount of chakra you put, you divide the weight of an object by the chakra placed. Example, it would be a tree of 300 pounds, you put 2 Chakra points in the smallest amount possible, the tree now weighs 150 pounds.
Unlocks at level 3
Range 35 feet in length
After the hand seals are formed, a large crack, covering a considerable distance is formed. Unsuspecting victims will fall deep into the earth. Anyone in the line of this attack should take a Dexterity check, if they fail they fall into the fissure, in a success they manage to stand on one side of him. Those in the fissure may try to go out by doing a strength athletics or a Dexterity acrobatics test, the fissure is 50 m deep. The fissure closes after 4 rounds, and those who are still in the fissure begin with 3d6 concussion damage, if they can not get out in 2 rounds, they are crushed to death.
- Stone Pillar Spears
Unlocks at level 6
The range is 20ft
This technique allows the user to create 5 stone pillars that protrude from the ground to stick the target. The rock pillars will even go through obstacles to reach their target. These pillars deal with 2d6 each per success, the user makes a spell attack on one target for each pillar.
- Abrigo Rock
Unlocks at level 12
Reach 15 feet of area around the user
The user wraps himself with the ground, takes immediate neighborhood and creates a rock formation that is capable of protecting both the user and the others coming, if desired. The wall provides complete coverage of all ranged attacks, but the wall can be broken if enough force is applied. If the wall receives more than 100 points of damage, it will break, causing 2d6 hits on the inner parts of falling stones.
- Coffin of Rock
Unlocks at level 16
This technique allows the user to control various sections of rock and move them around their opponent. The user then forms a shell around them that crushes the opponent with immense strength. This attack deals 20d8 blows and leaves the opponent restrained from the stones on top of them.